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Medals
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Medals
Everything posted by Bamse
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Laser guided artillery, how to use it reliably?
Bamse replied to Bamse's topic in ARMA 3 - QUESTIONS & ANSWERS
nicolas: hmm, that's an interesting thought. Will need to rally some guys and try that out. Pretty fubar if that is a prerequisite tbh ... but stranger shit has happened in ArmA 3 I guess ;D Windies: yeah, Im getting that same feeling. It's those pesky shells that hit smack on that makes my head spin a bit tho. I'd be "fine" with them not working (you just need to settle with shit not working in ArmA 3 :/) -
F/A-18 Super Hornet and Su-35S Flanker E
Bamse replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Stuffy: thanks for the reply! :) We have the actual lasing sorted out (ground units, bigg-ass UAV and/or Darter) ... I'm basically just looking for verification when it comes to how it's supposed to be dropped for most reliable effect on target when it's being lased. Do I need to do a similar inflight approach like with a JDAM, but instead of the CCIP-ish interface I lock the lased target and release? :) Has anyone tried the LGB's on a moving constantly lased target? Does ArmA 3 update target frequenty/constantly or does it update in set intervals (like seeing the target teleport or jump short distances)? Neptune: Awesome! That sounds really amazing. Keep us updated! :D -
Laser guided artillery, how to use it reliably?
Bamse replied to Bamse's topic in ARMA 3 - QUESTIONS & ANSWERS
We noticed that when testing, and when compensating for sight in times the thing that happened then was first fired LGS was dead on, one minute after (or so) when the second shell was fired it missed the target by 50-75m. Strange stuff :) -
F/A-18 Super Hornet and Su-35S Flanker E
Bamse replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I need to start by saying; THANK YOU for making this addon. Yesterday I spent a good 3-4 hours just flying around, testing weapons, sightseeing and trying loadouts/paintjobs. Haven't had such fun with a single addon for a game in ages. Well effin' done! :D I just recently made this post regarding laser guidance and artillery; http://forums.bistudio.com/showthread.php?173004-Laser-guided-artillery-how-to-use-it-reliably&p=2620720#post2620720 and in that spirit I have some follow up questions when it comes to laser designation and the LGBs. Since I don't have much of experience with flight simulators I'm not 100% sure on how to do a proper bomb run, but I've been reading up a bit on Angle of Attack, speed and so on and I think I've started to get a hang of it, somewhat atleast. If I do the assumption that LGB's are meant to be used the same way as "dumb" bombs, but that it has guidance so it in ArmA 3 can correct for piloting errors making it hit with _good_ accuracy on the lased target .... Am I making the correct assumption then? If there are generalization to be made, how far off target can I be and still hit a still sitting T-100 on a flat and open meadow? :) :couch: -
magwell gripping = baaaaaaad for accuracy and stability and can also cause feeding issues when using worn GI STANAGS if done improperly. Sure, it'll give you a compact posture for CQB ... but my $0.02: Please don't include that "stance" :) cudoz on a great mod btw. I've been using it a while mostrly due to the Pmags. MK18 models are awesome aswell tho.
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Hopefully a quick question; I started googling and found nothing and then started reading this thread (got to page 50 before head exploded) and also searched the forums for it but couldn't find anything that would help; Is there any way to limit who can revive based on medikit instead of class? Our playstyle is that we have dedicated medics, but if a medic goes down we always have the option to pick up that downed medics' medikit up and revive the medic. Then trade back the medikit and we back on track. We're currently running FAR's revicie script (that has that exact option, limits based on either medikit or class) but there are some nice stuff in BTC Revive that I'd rather use. However, limiting revive capabilities based on gear is a little bit of a deal breaker for us :) Any hints/tips? Thanks in advance!
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ArmA3Sync - launcher and addons synchronization software for ArmA 3
Bamse replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
The path is an absolute path to the correct directory. I do however NOT use a trailing slash so just basically /path-to-arma3/repo .... not /path-to-arma3/repo/. Can that make a difference? Roger, thanks. Thanks for clearing that out. Roger that! I kinda anticipated that answer. Good to know how it's done. :) Again, thanks for a awesome piece of software. -
ArmA3Sync - launcher and addons synchronization software for ArmA 3
Bamse replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Major_Shepard: awesome. Much appreciated upcoming change :) Sorry for the wall of text, but here goes. One more small issue and one question Possible Issue ------------------- I'm not sure if it might be a bug, but I find myself in a bit of a loop with the repo you got the PM for. When starting the console on the linux server and If I do a check, I always get the message: "Repository is out of synchronization and must be rebuilt." If I do a rebuild and immediately do another check the repo says it needs to be updated again. I've done this over ten times in succession and it seems like the message never changes to anything else. After each of the times I've updated the repo I've restarted the Windows GUI and I get a notification saying that the repo is "UPDATED" (in red text). When I do a check no files has been changed (no files marked with red text in the right pane) and the changelog is like this; --- Revision: 4 --- Build date: 2014-jan-29 03:44:22 New: 0 - Updated: 0 - Deleted: 0 - I've even tried removing the repo and adding it again (that's why it's back on Revision 4 :D), but the behaviour is the same. Feature/bug? :) Question ------------------- On another note which is more a question than a report and I guess it's pretty much the same as Numrollen got an answer to in post #229. I'm just trying to clarify it a bit; When running the http-repository on a remote linux webserver where the only available options for access is ssh, ftp or http and having multiple persons who uploads and updates mods (using ftp). Is there a way to trigger a repo-rebuild without giving those uploaders shell access and starting the ArmA3Sync-console.sh? I've tried fiddling around a bit (for example; manually changing from http to ftp with an account with upload access) with the GUI that I have on my Windows gaming computer. If I try to hit the rebuild or check repository buttons all I get is error message saying "FTP shared folder location is empty!". I guess that is due to the fact that I can't browse a "Repository main folder location" since that folder resides on the linux webserver holding the repo. How is it supposed to be done for a console only system/repo? :) Can it help if map a network drive on my windows machine ùsing FTP so it's browsable as a drive letter in Windows Explorer? Thanks for all the help! :) -
ArmA3Sync - launcher and addons synchronization software for ArmA 3
Bamse replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
pm sent :) -
ArmA3Sync - launcher and addons synchronization software for ArmA 3
Bamse replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Hi there! I found a small "bug" found when adding a HTTP-repository in the Windows GUI; I created a new repository on my linux webserver. Repository was successfully added and rebuilt successfully. When I add the repository using the the http auto-config url it selects http as protocol but adds port 21 as default port which ofc doesnt work. If I change the port top 80 the repository works as intended. Tested of four different physical computers, WinXP, Win2008R2, Win7 x64 Enterprise and Win8 x64 Pro, same behavior on all computers. Suggestion: make client default to port 80 for http-connections. On another note, Really nice work on the speed update. Our repository is roughly 3GB (can't allow ppl to play without JSRS anomore, it's too awesome! ;D) and it could take minutes to check for addons depending on computer performance earlier. Now it only takes a few seconds. However. Thanks for making this program, it's an awesome tool for our team/group of friends so we can make sure everyone has the mods needed and to have them update before joining server. We have had some comments on intuitiveness and workflow in the application, but that's just nitpicking. :) Awesome job! -
my bad. I was leavning some details out. My first timer is set to active a minute after player joins (well, blufor detected around spawn area). Thanks for tips&tricks tho!
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Hmm, roger. I create all my tasks with triggers in-game, nothing in the init. Ah well. I'll continue trying and see what happens :) thanks for the tips on the dedicated server. didn't think of that! :D
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Has thew new patch affected anything? No tasks or notes are given during entering map (no errors given) and using triggers like the post above gives me "function "shk_taskmaster_add" does not exist". If I try ["Task1","Task1Title","Task1Desc"] call SHK_Taskmaster_add; nothing happens either. I've tried chaning around the execVM/call compile (...) in my init.sqf but to no avail. Same error in editor and when loading map in MP (haven't tried dedicated, no access to one yet :/)
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Virtual Vehicle Spawner (VVS)
Bamse replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
awesome. thank you so much! -
Virtual Vehicle Spawner (VVS)
Bamse replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi! Thanks for an awesome script. I'm trying to use it in one of my first missions and it aaaaalmost works perfectly. However, I do get an error message that is close:able and after its closed I'm able to spawn vehicles like I'm supposed to; No entry '<path to documents\arma 3\missions\test01.Altis\description.ext/VVS_Menu/controls/vehicleListNew.ListScrollBar'. Do notice the change from backslash to forwardslash. I've been trying to look through the files but since I'm quite the noob I can't see something wrong or missing. Google returns me pretty much nothing, anyone got any hints for me? :)